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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#ifndef PX_QUICKHULL_CONVEXHULLLIB_H
+#define PX_QUICKHULL_CONVEXHULLLIB_H
+
+#include "ConvexHullLib.h"
+#include "Ps.h"
+#include "PsArray.h"
+#include "PsUserAllocated.h"
+
+namespace local
+{
+ class QuickHull;
+ struct QuickHullVertex;
+}
+
+namespace physx
+{
+ class ConvexHull;
+
+ //////////////////////////////////////////////////////////////////////////
+ // Quickhull lib constructs the hull from given input points. The resulting hull
+ // will only contain a subset of the input points. The algorithm does incrementally
+ // adds most furthest vertices to the starting simplex. The produced hulls are build with high precision
+ // and produce more stable and correct results, than the legacy algorithm.
+ class QuickHullConvexHullLib: public ConvexHullLib, public Ps::UserAllocated
+ {
+ PX_NOCOPY(QuickHullConvexHullLib)
+ public:
+
+ // functions
+ QuickHullConvexHullLib(const PxConvexMeshDesc& desc, const PxCookingParams& params);
+
+ ~QuickHullConvexHullLib();
+
+ // computes the convex hull from provided points
+ virtual PxConvexMeshCookingResult::Enum createConvexHull();
+
+ // fills the convexmeshdesc with computed hull data
+ virtual void fillConvexMeshDesc(PxConvexMeshDesc& desc);
+
+ protected:
+ // if vertex limit reached we need to expand the hull using the OBB slicing
+ PxConvexMeshCookingResult::Enum expandHullOBB();
+
+ // if vertex limit reached we need to expand the hull using the plane shifting
+ PxConvexMeshCookingResult::Enum expandHull();
+
+ // checks for collinearity and co planarity
+ // returns true if the simplex was ok, we can reuse the computed tolerances and min/max values
+ bool cleanupForSimplex(PxVec3* vertices, PxU32 vertexCount, local::QuickHullVertex* minimumVertex,
+ local::QuickHullVertex* maximumVertex, float& tolerance, float& planeTolerance);
+
+ // fill the result desc from quick hull convex
+ void fillConvexMeshDescFromQuickHull(PxConvexMeshDesc& desc);
+
+ // fill the result desc from cropped hull convex
+ void fillConvexMeshDescFromCroppedHull(PxConvexMeshDesc& desc);
+
+ private:
+ local::QuickHull* mQuickHull; // the internal quick hull representation
+ ConvexHull* mCropedConvexHull; //the hull cropped from OBB, used for vertex limit path
+
+ PxVec3* mVertsOut; // vertices for output
+ PxU32* mIndicesOut; // inidices for output
+ PxHullPolygon* mPolygonsOut; // polygons for output
+ };
+}
+
+#endif